Tekkaman: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide by Nyoronoru

Character Overview

• Strengths •
+ Can deal huge amounts of damage.
+ Doesn't require a high level of execution skills to play well.
+ Attacks have big disjointed hitboxes and cover a lot of space.
+ Some of the most damaging Hyper moves in the game.
+ Great team character with good assists.
+ Above-average stamina.

• Weaknesses •
- Slow moves prevent him from responding well to rushdown situations.
- Lacks a fast anti-air move.
- Has slow footspeed and a short dash.
- Has trouble chasing down keepaway characters and working his way around projectiles.

Tekkaman is a slow, heavy-hitting character that doesn't require Hyper meter to deal out really big damage. In this respect he is similar to Tekkaman Blade and Kaijin no Soki.

While his normals are slow and hard to land, Tekkaman has other ways of forcing opponents to open up, mainly through his dominating air normals.

He's still vulnerable to rushdown, so try to distance yourself to the point where you can attack your opponent without having to worry about their normal attacks that more than likely have less range than yours.

Tekkaman's Space Lance

Tekkaman's lance operates almost the same way as Vega's claw in the Street Fighter games.

There are several attacks in which Tekkaman will toss his lance at his opponent and must retrieve it. It is important to have your lance at all times is because you cannot combo into your launcher or use any of your special moves other than Tek Win until you get it back.

You can actually use Tek Win to pick up your lance after it lodges itself into the ground, but this has a startup and recovery animation.

If you wait long enough the lance will automatically return to you but the whole time you are waiting you are very crippled on both the offensive and defensive end.

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Light
3.2 B

Medium
4.8 B

Hard
6.8 B

• Tek Lancer •
Tekkaman's projectile. The Light version travels the fastest and knocks down on hit, whereas the Hard version travels the slowest but keeps the opponent standing.

Use the Light version to knock your opponent down and to close the gap. Use the Hard version in order to extend combos, though this requires difficult spacing.

This projectile has a decent amount of startup and recovery, so don't throw it out recklessly. The Hard version can catch people trying to jump towards you though. Once you throw the lance it goes off-screen and then comes back and lodges itself in the ground where you have to go pick it back up as described above.

You can actually grab the lance with Tek Win while it is still spinning, just in case it is blocked.

Light
6.2 B

Medium
7.2 B

Hard
9.8 B

(Can also be done in the air)
• Galaxy Windmill (Zanga Kazaguruma) •
On the ground, you can use this move to stop the approach of the opponent. It has a massive hitbox and is really difficult to avoid. Light version has the quickest startup and you can use it as an anti-air if you have a down charge. Light version also has the fastest recovery.

In the air you use it to end air combos. It does an amazing amount of damage, not to mention you can use it twice in the air to really hurt the opponent. Just like the ground version, Light version has the quickest startup but the least damage along with the shortest active period.

Light
1.1 B

Medium
5.0 B

Hard
5.2 B

• Space Lariat (Tek Win) •
A whip-like move that can travel in three directions and snatch the opponent. The Light version travels full screen in front of you, and you can combo afterwards with your Launcher if you manage to grab the opponent.

The Medium version travels at a 45-degree angle and if you catch the opponent Tekkaman will slam them down. The Hard version travels at a 90-degree angle and has the same properties as the Medium version. It's good to use this move to attack people trying to play keepaway with you since it comes out fairly quickly.

As an assist, it's one of the best in the game, because it uses the angle of the Medium version but retains the properties of the Light version. You can land almost any Hyper in the game when Tekkaman has grabbed his opponent with this move. It also juggles Giants.

Light
2.1 B

Medium
3.2 B

Hard
4.3 B

(Press an Attack Button rapidly, can also be done in the air)
• Gatling Lancer •
If you use this attack on the ground you will be shoved pretty far from the opponent on hit or block, making it hard to bully characters with this move.

If you can catch them off the ground while you are still grounded though you can juggle them for a very long time dealing a lot of damage. It's hard to use this move in combos because of the knockback properties, both on the ground and in the air.

You can use this in the air to slow your descent. The Light version comes out the fastest and Tekkaman will keep stabbing without delay once it gets going. With the Medium and Hard versions though, there are gaps where Tekkaman will stop attacking even while mashing.

Hyper Moves

16.3 B

(Can also be used in the air)
• Vol Tekka (Level 1) •
An incredibly damaging laser Hyper. It has a lot of startup though, so the ideal way of comboing into it is to use the Hard Attack version of Tek Lancer. It also does a lot of knockback, especially if your opponent blocks it in the air, so it is difficult to punish Tekkaman's recovery.

There aren't too many uses for the aerial version of this move other than chip damage, though.

In Crossover Combinations the incredible damage and duration that this move offers is really great. Certain characters such as Saki, Karas, and Ken the Eagle can make great use of this in conjunction with their Hyper moves.

20.1 B

• Super Spinning Tek Lancer (Level 1) •
Another really damaging Hyper with a lot of startup. The initial part of this move makes Tekkaman throw his lance up, which can hit the opponent, and force them to take the rest of the damage.

It's really hard to combo into this move, but it can hit opponents who are knocked down. Thus, you can knock the other player down and use an assist such as Casshan's or Roll's to keep them locked down so that you can land this. The benefit to this method is that your enemy cannot Mega Crash once they are knocked down.

Just like Vol Tekka, if you make it rain at the right distances it is hard to punish Tekkaman's recovery. Tekkaman's lance also does not return to Tekkaman after this Hyper is over, you have to pick it up again.

28.2 B

• Space Knights Formation (Level 3) •
Tekkaman throws out his whip at a low angle and attempts to strike the opponent. If he succeeds he will impale them for quite a lot of damage.

Comboing into this attack is tricky and if you have stunned someone long enough to land this move you should probably use your Level 1 Hypers instead and save some meter.

Normal Moves

• Dice and Slice •
Tekkaman does a double slice on the ground. This gives you extra time to charge Lance Toss so that you can combo into it, and also adds a healthy chunk of damage.

• Launcher •
This will launch your opponent up into the air.

Assists

Partner Assist

Variable Counter

Variable Combination

Space Lariat

Down-Toward + Hard Attack (Launcher)

Vol Tekka/td>

Tatsunoko vs. Capcom Storyline

With his state-of the art Tekset system technology, Joji Mionami transforms himself into Tekkaman, the space knight. Tekkaman protects humanity by fighting off the evil organization, Waldaster, that killed his father.

Character origins

Tekkaman is from the Tekkaman: The Space Knight anime series by Tatsunoko. The show takes place in the 21st century and Earth is becoming uninhabitable. Scientists send out a ship to look for a new planet when they're attacked by aliens.

To respond to this new threat, Dr. Amachi creates a 'Pegas' (basically a giant flying robot) which can transform someone into a 'Tekkaman'. The main purpose of this invention is to battle the aliens who are preventing them from finding a new Earth.

There's a couple of reboots for this series that were released in the 1990s that change up the plot quite a bit and the Tekkamen go from being a human invention to the leaders of the alien army. A few side with the humans though and wage war on their former comrades.

The double-bladed weapon you see the Tekkaman wielding in the image above is called a 'Space Lance', which is their weapon of choice.